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Monday, April 25, 2016

Adding 5 PDF Copies of the Far Away Land RPG: Tome of Awesome (and more) to the Chuck Wright Medical Expenses Fund Raiser - Give and Ye May Get Gifted

You folks gave about $400 that I know off (in less than 12 hours), and we did match the first $250.

I later announced that The Tavern would give away two $25 RPGNow Gift Certificates to two randomly chosen readers of The Tavern that give to the Chuck Wright Fund prior to 9PM Eastern, Wednesday, April 27th.

This morning I announced that +Jon , he of Purple Sorcerer Games, is donating 10 PDF copies of the Sunken City Adventure Omnibus & Guideto be given to ten random Tavern Readers that give to Chuck's Fund prior to 9PM Eastern time, Wednesday April 27th.

Edit - Huge thanks to +Reid San Filippo for offering add 5 sets of a full PDF run ofCrawling Under a Broken Moon (issues #1-#13) - the gifts just keep on coming - ETAnother Edit - +John Stater just added a PDF copy of everything he's published - NOD, Blood & Treasure, Grit & Vigor, etc. Holy crap!Again, all you need to do is indicate your donation on ONE of the FOUR posts I've made in regards to the Chuck Wright Fundraiser(not all four please) and you'll be in the running for all the gifts. You can win more than one gift, but no one can win the same gift twice. It's weighted, so $10 gives you one chance and $50 gives you five chances and so on.What is theFar Away Land RPG: Tome of Awesome?

Welcome to the quirky and bizarre world of Far Away Land. This is a world where noknil clones are part of a hive mind, where clown plants hurl terrible jokes while stabbing their victims, where a cataclysmic event of the past has sewn together the various realms of creation to a forge a nexus point on a fantasy world known as Far Away Land.

Far Away Land is a rules-lite fantasy role-playing game that uses six-sided dice. It mixes fantasy, sci-fi, and apocalyptic elements to create an immersive and rich world full of history and adventure. It is easy to learn and a perfect game for new (young) gamers as well as veteran gamers. All of the Far Away Land books contain colorful artwork, humor, and rules that allow gamers and GMs to pick and choose the level of crunch they want in their game.

The Tome of Awesome contains everything from the Far Away Land Core Rules, Creatures Volume I, Companion Rules, and Tales of Awesome under a single cover. It features a bunch of extra artwork. The Tome of Awesome is available as both pdf and hardback. The physical book is hardback, full color (with about 200 pieces of artwork), 5.5x8.5 inches, and over 300 pages.

Here is what you will find in the Tome of Awesome...

The Far Away Land RPG Core Rules is the book you need to get started in the world of Far Away Land. The Core Rules contain rules for PC and NPC creation, magic, combat, gear and equipment, crafting, abilities, spells and more.

The Far Away Land RPG Creatures Vol. I contains over 70 creatures, monsters, and races. It is an essential part of any campaign as it not only features a boatload of ready made encounters, but also the rules to create your own monsters from scratch.

The Far Away Land RPG Companion Rules are set of optional rules that feature worldbuilding games such as The Gods, Historians, and Architects of Far Away Land. It also has rules for Mass Combat, Training Montages, and running kingdoms.

The Far Away Land RPG Tales of Awesome is a book of setting material for Far Away Land. It features a history of Far Away Land, a pantheon of gods and goddess, various lands and locations in Far Away Land and in the cosmos, heroes and villains, languages, religions and cults, and hex maps of important FAL locations.

Since most of my products are already free, I don't have much to offer in terms of product to donate. I'd be happy to give pdf copies of Betrayal at Lucir (S&W or Pathfinder) to anyone who doesn't get one of the more substantial products. Then, everyone who donates is a winner too! ;) (though, by donating you're already a winner in book)

Erik, I'll donate 10 copies each of The Class Hack and The Race Hack (both for The Black Hack by David Black). You can give them both to 10 people or one each to 20 people. Just send me the e-mail addresses and what they get, please.

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Contributors

Why "Swords & Wizardry?"

Believe me when I say I have them all in dead tree format. I have OSRIC in full size, trade paperback and the Player's Guide. I have LL and the AEC (and somewhere OEC, but I can't find it at the moment). Obviously I have Basic Fantasy RPG. Actually, I have the whole available line in print. Way too much Castles & Crusades. We all know my love for the DCC RPG. I even have Dark Dungeons in print, the Delving Deeper boxed set, Astonishing Swordsmen & Sorcerers of Hyperborea (thank you Kickstarter) (edit) BOTH editions of LotFP's Weird Fantasy and will soon have some dead tree copies of the Greyhawk Grognards Adventures Dark & Deep shipping shortly in my grubby hands awaiting a review..

I am so deep in the OSR when I come up for breath it's for the OSR's cousin, Tunnels & Trolls (and still waiting on dT&T to ship).

So, out of all that, why Swords & Wizardry? Why, when I have been running a AD&D 1e / OSRIC campaign in Rappan Athuk am I using Swords & Wizardry and it's variant, Crypts & Things, for the second campaign? (Actually, now running a S&W Complete campaign, soon to be with multiple groups)

Because the shit works.

It's easy for lapsed gamers to pick up and feel like they haven't lost a step. I can house rule it and it doesn't break. It plays so close to the AD&D of my youth and college years (S&W Complete especially) that it continually surprises me. Just much less rules hopping than I remember. (my God but I can run it nearly without the book)

I grab and pick and steal from just about all OSR and Original resources. They seem to fit into S&W with little fuss. It may be the same with LL and the rest, but for me the ease of use fit's my expectations with S&W.

Even the single saving throw. That took me longer to adjust to, but even that seems like a natural to me now. Don't ask me why, it just does. Maybe it's the simplicity of it. At 45 48, simplicity and flexibility while remaining true to the feel of the original is an OSR hat trick for me ;)

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